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/cvs/deliantra/server/server/move.C
Revision: 1.27
Committed: Sun Sep 7 09:22:47 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_7, rel-2_72, rel-2_73, rel-2_71
Changes since 1.26: +5 -4 lines
Log Message:
verified thta we indeed don't do any 'illegal' arch* == arch* comparisons

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #ifndef __CEXTRACT__
26 # include <sproto.h>
27 #endif
28
29 /*
30 * move_object() tries to move object op in the direction "dir".
31 * If it fails (something blocks the passage), it returns 0,
32 * otherwise 1.
33 * This is an improvement from the previous move_ob(), which
34 * removed and inserted objects even if they were unable to move.
35 */
36
37 int
38 move_object (object *op, int dir)
39 {
40 return move_ob (op, dir, op);
41 }
42
43 /* object op is trying to move in direction dir.
44 * originator is typically the same as op, but
45 * can be different if originator is causing op to
46 * move (originator is pushing op)
47 * returns 0 if the object is not able to move to the
48 * desired space, 1 otherwise (in which case we also
49 * move the object accordingly. This function is
50 * very similiar to move_object.
51 */
52 int
53 move_ob (object *op, int dir, object *originator)
54 {
55 sint16 newx = op->x + freearr_x[dir];
56 sint16 newy = op->y + freearr_y[dir];
57 object *tmp;
58 maptile *m;
59 int mflags;
60
61 if (op == NULL)
62 {
63 LOG (llevError, "Trying to move NULL.\n");
64 return 0;
65 }
66
67 m = op->map;
68 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
69
70 /* If the space the player is trying to is out of the map,
71 * bail now - we know it can't work.
72 */
73 if (mflags & P_OUT_OF_MAP)
74 return 0;
75
76 /* Is this space blocked? Players with wizpass are immune to
77 * this condition.
78 */
79 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
80 return 0;
81
82 /* 0.94.2 - we need to set the direction for the new animation code.
83 * it uses it to figure out face to use - I can't see it
84 * breaking anything, but it might.
85 */
86 if (op->more && !move_ob (op->more, dir, op->more->head))
87 return 0;
88
89 op->direction = dir;
90
91 if (op->will_apply & 4)
92 check_earthwalls (op, m, newx, newy);
93
94 if (op->will_apply & 8)
95 check_doors (op, m, newx, newy);
96
97 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
98 * to remove a removed object, and this function was the culprit. A possible
99 * guess I have is that check_doors above ran into a trap, killing the
100 * monster.
101 *
102 * Unfortunately, it doesn't appear that the calling functions of move_object
103 * deal very well with op being killed, so all this might do is just
104 * migrate the problem someplace else.
105 */
106
107 if (QUERY_FLAG (op, FLAG_REMOVED))
108 {
109 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
110 /* Was not successful, but don't want to try and move again */
111 return 1;
112 }
113
114 /* If this is a tail portion, just want to tell caller that move is
115 * ok - the caller will deal with actual object removal/insertion
116 */
117 if (op->head)
118 return 1;
119
120 if (m != op->map && op->contr)
121 {
122 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
123 return 0;
124
125 op->remove ();
126
127 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
128 return 0;
129
130 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
131 return 0;
132 }
133 else
134 op->remove ();
135
136 /* we already have newx, newy, and m, so lets use them.
137 * In addition, this fixes potential crashes, because multipart object was
138 * on edge of map, +=x, +=y doesn't make correct coordinates.
139 */
140 for (tmp = op; tmp != NULL; tmp = tmp->more)
141 {
142 tmp->x += freearr_x[dir];
143 tmp->y += freearr_y[dir];
144 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
145 }
146
147 /* insert_ob_in_map will deal with any tiling issues */
148 insert_ob_in_map (op, m, originator, 0);
149
150 return 1;
151 }
152
153
154 /*
155 * transfer_ob(): Move an object (even linked objects) to another spot
156 * on the same map.
157 *
158 * Does nothing if there is no free spot.
159 *
160 * randomly: If true, use find_free_spot() to find the destination, otherwise
161 * use find_first_free_spot().
162 *
163 * Return value: 1 if object was destroyed, 0 otherwise.
164 */
165
166 int
167 transfer_ob (object *op, int x, int y, int randomly, object *originator)
168 {
169 int i;
170 object *tmp;
171
172 if (randomly)
173 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
174 else
175 i = find_first_free_spot (op, op->map, x, y);
176
177 if (i == -1)
178 return 0; /* No free spot */
179
180 op = op->head_ ();
181 op->remove ();
182
183 for (object *tmp = op; tmp; tmp = tmp->more)
184 {
185 tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x);
186 tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y);
187 }
188
189 op = insert_ob_in_map (op, op->map, originator, 0);
190
191 return !op;
192 }
193
194 /*
195 * Return value: 1 if object was destroyed, 0 otherwise.
196 * Modified so that instead of passing the 'originator' that had no
197 * real use, instead we pass the 'user' of the teleporter. All the
198 * callers know what they wanted to teleporter (move_teleporter or
199 * shop map code)
200 * tele_type is the type of teleporter we want to match against -
201 * currently, this is either set to SHOP_MAT or TELEPORTER.
202 * It is basically used so that shop_mats and normal teleporters can
203 * be used close to each other and not have the player put to the
204 * one of another type.
205 */
206 int
207 teleport (object *teleporter, uint8 tele_type, object *user)
208 {
209 object *altern;
210 int i, j, k, nrofalt = 0;
211 object *other_teleporter, *tmp;
212 maptile *m;
213 sint16 sx, sy;
214
215 if (user == NULL)
216 return 0;
217 if (user->head != NULL)
218 user = user->head;
219
220 /* Find all other teleporters within range. This range
221 * should really be setable by some object attribute instead of
222 * using hard coded values.
223 */
224 for (i = -5; i < 6; i++)
225 for (j = -5; j < 6; j++)
226 {
227 if (i == 0 && j == 0)
228 continue;
229 /* Perhaps this should be extended to support tiled maps */
230 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
231 continue;
232 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
233
234 while (other_teleporter)
235 {
236 if (other_teleporter->type == tele_type)
237 break;
238 other_teleporter = other_teleporter->above;
239 }
240 if (other_teleporter && !(RANDOM () % ++nrofalt))
241 altern = other_teleporter;
242 }
243
244 if (!nrofalt)
245 {
246 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
247 teleporter->debug_desc (), user->debug_desc ());
248 return 0;
249 }
250
251 other_teleporter = altern;
252 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
253
254 /* if k==-1, unable to find a free spot. If this is shop
255 * mat that the player is using, find someplace to move
256 * the player - otherwise, player can get trapped in the shops
257 * that appear in random dungeons. We basically just make
258 * sure the space isn't no pass (eg wall), and don't care
259 * about is alive.
260 */
261 if (k == -1)
262 {
263 if (tele_type == SHOP_MAT && user->type == PLAYER)
264 {
265 for (k = 1; k < 9; k++)
266 {
267 if (get_map_flags (other_teleporter->map, &m,
268 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
269 continue;
270
271 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
272 break;
273
274 }
275 if (k == 9)
276 {
277 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
278 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
279 return 0;
280 }
281 }
282 else
283 return 0;
284 }
285
286 user->remove ();
287
288 /* Update location for the object */
289 for (tmp = user; tmp; tmp = tmp->more)
290 {
291 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch ? tmp->arch->x : 0);
292 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch ? tmp->arch->y : 0);
293 }
294
295 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
296 return !tmp;
297 }
298
299 void
300 recursive_roll (object *op, int dir, object *pusher)
301 {
302 if (!roll_ob (op, dir, pusher))
303 {
304 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
305 return;
306 }
307 (void) move_ob (pusher, dir, pusher);
308 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
309 return;
310 }
311
312 /*
313 * This is a new version of blocked, this one handles objects
314 * that can be passed through by monsters with the CAN_PASS_THRU defined.
315 *
316 * very new version handles also multipart objects
317 * This is currently only used for the boulder roll code.
318 * Returns 1 if object does not fit, 0 if it does.
319 */
320
321 int
322 try_fit (object *op, maptile *m, int x, int y)
323 {
324 object *tmp, *more;
325 sint16 tx, ty;
326 int mflags;
327 maptile *m2;
328
329 if (op->head)
330 op = op->head;
331
332 for (more = op; more; more = more->more)
333 {
334 tx = x + more->x - op->x;
335 ty = y + more->y - op->y;
336
337 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
338
339 if (mflags & P_OUT_OF_MAP)
340 return 1;
341
342 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
343 {
344 if (tmp->head == op || tmp == op)
345 continue;
346
347 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
348 return 1;
349
350 if (OB_MOVE_BLOCK (op, tmp))
351 return 1;
352
353 }
354 }
355 return 0;
356 }
357
358 /*
359 * this is not perfect yet.
360 * it does not roll objects behind multipart objects properly.
361 * Support for rolling multipart objects is questionable.
362 */
363
364 int
365 roll_ob (object *op, int dir, object *pusher)
366 {
367 object *tmp;
368 sint16 x, y;
369 int flags;
370 maptile *m;
371 MoveType move_block;
372
373 if (op->head)
374 op = op->head;
375
376 x = op->x + freearr_x[dir];
377 y = op->y + freearr_y[dir];
378
379 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
380 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
381 > pusher->stats.Str))
382 return 0;
383
384 m = op->map;
385 flags = get_map_flags (m, &m, x, y, &x, &y);
386
387 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
388 return 0;
389
390 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
391
392 /* If the target space is not blocked, no need to look at the objects on it */
393 if ((op->move_type & move_block) == op->move_type)
394 {
395 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
396 {
397 if (tmp->head == op)
398 continue;
399 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
400 return 0;
401 }
402 }
403 if (try_fit (op, m, x, y))
404 return 0;
405
406 op->remove ();
407 for (tmp = op; tmp != NULL; tmp = tmp->more)
408 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
409 insert_ob_in_map (op, op->map, pusher, 0);
410 return 1;
411 }
412
413 /* returns 1 if pushing invokes a attack, 0 when not */
414 int
415 push_ob (object *who, int dir, object *pusher)
416 {
417 int str1, str2;
418 object *owner;
419
420 if (who->head != NULL)
421 who = who->head;
422 owner = who->owner;
423
424 /* Wake up sleeping monsters that may be pushed */
425 CLEAR_FLAG (who, FLAG_SLEEP);
426
427 /* player change place with his pets or summoned creature */
428 /* TODO: allow multi arch pushing. Can't be very difficult */
429 if (who->more == NULL
430 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
431 || owner == pusher)
432 )
433 {
434 int temp;
435 maptile *m;
436
437 who->remove ();
438 pusher->remove ();
439 temp = pusher->x;
440 pusher->x = who->x;
441 who->x = temp;
442
443 temp = pusher->y;
444 pusher->y = who->y;
445 who->y = temp;
446
447 m = pusher->map;
448 pusher->map = who->map;
449 who->map = m;
450
451 insert_ob_in_map (who, who->map, pusher, 0);
452 insert_ob_in_map (pusher, pusher->map, pusher, 0);
453 return 0;
454 }
455
456 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
457 /* In original we have here a unaggressive check only - that was the reason why */
458 /* we so often become an enemy of friendly monsters... */
459 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
460 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
461 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
462 {
463 if (pusher->contr->run_on) /* only when we run */
464 {
465 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
466 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
467 who->enemy = pusher;
468 return 1;
469 }
470 else
471 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
472 }
473
474 /* now, lets test stand still. we NEVER can push stand_still monsters. */
475 if (QUERY_FLAG (who, FLAG_STAND_STILL))
476 {
477 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
478 return 0;
479 }
480
481 /* This block is basically if you are pushing friendly but
482 * non pet creaturs.
483 * It basically does a random strength comparision to
484 * determine if you can push someone around. Note that
485 * this pushes the other person away - its not a swap.
486 */
487
488 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
489 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
490 if (QUERY_FLAG (who, FLAG_WIZ) ||
491 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
492 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
493 {
494 if (who->type == PLAYER)
495 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
496
497 return 0;
498 }
499
500 /* If we get here, the push succeeded.
501 * Let everyone know the status.
502 */
503 if (who->type == PLAYER)
504 {
505 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
506 }
507 if (pusher->type == PLAYER)
508 {
509 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
510 }
511
512 return 1;
513 }